MrMo's ABS Ultimate - Printable Version +- Save-Point (https://www.save-point.org) +-- Forum: Material Development (https://www.save-point.org/forum-8.html) +--- Forum: Scripts Database (https://www.save-point.org/forum-39.html) +---- Forum: RPGMaker XP (RGSS) Engine (https://www.save-point.org/forum-116.html) +---- Thread: MrMo's ABS Ultimate (/thread-3682.html) |
MrMo's ABS Ultimate - DerVVulfman - 08-24-2011 MrMo's ABS
ULTIMATE Version: 7.2 NO LONGER SUPPORTED Introduction Utilizing MrMo's ABS version 4.5 as a model, this ABS includes the 20+ addons by DerVVulfman as well as additional enhancements and fixes. Features
Demo The ABS Demo - RapidShare Script Too big. It also relies on an earlier SDK script, included in the demo. Instructions A .chm help file is included with the zipped demo. Compatibility Requires RPGMaker XP's SDK version 1.5. A number of support and enhancement scripts are also included with the demo. FAQ Most of the support scripts (View Range, the Hud, Pathfinding, Mousie) are not essential for the demo. Features within MrMo's ABS Ultimate are merely enhanced by these scripts. Allowances The system is still designed in a 'basic' shape. The damage pops are still text-based rather than the custom image-based pops of the Moghunter system, and it uses a characterset switching system for action poses (attack, dashing, etc.) not allowing for Visual Equipment. However, it is possible to create such add-ons to this system and more. Original Add-On Titles The following are the MrMo Addons by DerVVulfman, not integrated fully into the system: Sasha's Diagonal Combat, Dawn's Item Drops, Cassandra's Personality Edit, Francesca's Commands, Blue Magic, Combo Pops, Mousie Mo!, Tiffany's Defence, Jessie's Spell Barriers, Madeline's Enemy Damage, Amanda's Slot Extension, Ryda's Improved Vision, Tinuke's Smart missiles, Ingrid's Enhanced Items, Dalissa's Battle Cry, Taryn's Weapon Ammunition, Brynn's Friendly Fire, Marissa's Landmines, Cynthia's Boomerangs, Vicki's Passable Enemies, Jocelyn's Big Booms Credits and Thanks Big thanks goes to Muhammet Sivri, otherwise known as "Mr.Mo", and to Prexus for the original Arrow and Magic Ball graphics from the original demo. Other contributers and betatesters during the development of the system include Kalier, PK8, Lockheart, panchokoster, polo12, Mimi-Chan, ~Atlas-Wing~, grimreaper1357, pierce carradine, Nico_14_Ian, jasonweal, vpcdmd, ElMaligno, unrivaledneo, Criz-Zone, Argol228, AGAFURO, Nameless and JayRay. Terms and Conditions MrMo had gone on to making his own system with built-in ABS and said "No license is necessary :). I've moved on to developing Express Game Maker and coded a new ABS for it, so I'm quite busy with that. You can improve my ABS for RMXP as much as you wish." With that, this system is free for use, even in commercial projects. But due credit to MrMo, Myself and all those listed in the Credits and Thanks section is necessary. RE: MrMo's ABS Ultimate - DerVVulfman - 09-08-2011 PATCHES
A few patches that can be used with the ABS... PK8's Title Skip 2 Multi-Patch 1 - Bestiary & Passive Skills RE: MrMo's ABS Ultimate - DerVVulfman - 11-02-2011 BUMP!
to version 1.1 A number of things done actually....
The demo has a default 'ghost' fight. If you leave a companion behind, you'll find he won't be in the battle and won't get any experience points. Even an 'all ally' skill cast in the main menu won't affect companions that you abandon. RE: MrMo's ABS Ultimate - DerVVulfman - 11-03-2011 BUMP!
to version 1.2 Okay... just fixed a stupid bug related to the reload-enhanced weapons. The clip, if selected from the item menu, could have caused a problem if you didn't have the proper weapon equipped. Fixed it. RE: MrMo's ABS Ultimate - DerVVulfman - 11-16-2011 BUMP to version 1.5 Three things have been done:
RE: MrMo's ABS Ultimate - DerVVulfman - 11-25-2011
BUMP!
to version 1.9 First off, a minor correction made in the script to replace an old 'SUFFIX_SKILL' value to 'SUFFIX_CAST'. But that's minor A major overhaul of the treasure drop system has been made, letting you have an enemy leave behind one object that has all his treasure in one lump, or have multiple items scattered about. Items can jump out as if they spill out of him, or they drop from above like in Diablo. It works much smoother and has no visible Spritemap glitches that I had before, and I cut down on the size doing so. One drawback is that it isn't currently compatible with Selwyn/Squall's MiniMap anymore. Works with mine though. Another major overhaul is the Barriers system, using some of the same code that Treasure drops now employs. Because of this, Selwyn/Squall's Minimap won't work on it either. However, the Barriers work faster and can now let you create moving barriers. If you want to create a wall of flame that can strike multiple enemies, you can do so. And a minor tweak to the companions system was made by giving you the option to assign an additional key to the Companion Hotkey system. You can still use your custom defined hotkeys like ... [F] for follow, but you can also set it up to [CTRL][F] for follow, so the game player will need to press combinations. This means your keyboard script has more combinations available. As a bonus, there are a few new charactersets in the demo, showing off treasure drops for shields, swords, gold, and a couple dead bodies for the 'Rescue the Princess' map. Enjoy. RE: MrMo's ABS Ultimate - DerVVulfman - 12-26-2011 Okay, I can't stay away....
BUMP!
to version 2.2 First... I added the use of the SDK Addon I wrote, the Event Comment Supplemental. As of now, the ABS comments you put in your enemy can be in any order. You can even have default values! Yep.... Default values are in the configuration, so if all your enemies have a 5 tile range, you don't need to insert a 'See Range' comment anymore!!! And, There were a few things added here and there, namely the Blood and Gore system. Give unrivaledneo a bit of credit for asking for this. When you hit an enemy, or it hits you, you may have a little blood spray. And you can also have a monster leave a blood stain or something behind. Not just a lootable corpse. RE: MrMo's ABS Ultimate - DerVVulfman - 12-29-2011
Le Bumpe!
To version 2.3 This bump merely fixes an error that occurs when a companion uses a certain skill. Something minor and overlooked... probably the last actual error remaining. RE: MrMo's ABS Ultimate - DerVVulfman - 12-30-2011 BUMP! to version 2.4 Not bug fixes as really overlooked issues. While I replaced all the animation sequences in the game with the new 'animate pose' system, I overlooked the DEAD pose system for companions. Whoops, my bad. Worked that out, and added an ACTION_DEAD constant for would-be scripters who may use their own animation system. In the meantime, I also noticed that dead companions stay dead when you try to throw a reviving potion on them. Those potions go WHHHEEEEE!!!!! over their heads. *doh* While you should be able to shoot over dead bodies, items that raise the dead shouldn't miss them. So I added a minor condition that remedied that for items, skills (even if you make a healing wall/barrier, and even weapons that remove the knockout state. Shot with a healing gun? Okay, now it's possible. RE: MrMo's ABS Ultimate - DerVVulfman - 01-02-2012 BUMP! to version 2.6 Okay... a minor issue was found with the [Rotate backwards] system that didn't let it properly refresh for some scripts. It lacked all the code that the Rotate forward system used. And a couple lines were cleaned here and there. MEANWHILE.... The demo now includes a fully functional Paperdoll system. You can see that BASIL has been replaced with a Half Kaiser character (hair by ceruleanSkye of the HKCP) and you can equip/unequip the armor, the spear (a short single-handed one), the cap, and pick up a pair of boots in the demo. All of these, changing visibly on the map. |